
sampler2D tex : register(s0);


struct VertexShaderOutput
{
    float4 position			: POSITION0;
	float2 uv				: TEXCOORD;
};

VertexShaderOutput VertexShaderFunction(float4 position : POSITION0, float2 uv : TEXCOORD0)
{
    VertexShaderOutput output;
	output.position = position;
	output.uv = uv;

    return output;
}

float4 PixelShaderFunction(float2 uv : TEXCOORD) : COLOR0
{
 	return tex2D(tex, uv);
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.

        VertexShader = compile vs_3_0 VertexShaderFunction();
        PixelShader = compile ps_3_0 PixelShaderFunction();
    }
}
